engine/include/systems/render.hpp
2023-03-13 17:10:46 +00:00

44 lines
731 B
C++

#pragma once
#include "ecs_system.hpp"
#include "scene.hpp"
#include "log.hpp"
#include "components/transform.hpp"
#include "components/renderable.hpp"
#include "gfx.hpp"
#include "gfx_device.hpp"
namespace engine {
class RenderSystem : public System {
public:
RenderSystem(Scene* scene);
~RenderSystem();
void onUpdate(float ts) override;
void setCameraEntity(uint32_t entity);
private:
GFXDevice* const m_gfx;
struct {
// only uses transform component, which is required for all entities anyway
uint32_t camEntity = 0;
float verticalFovDegrees = 70.0f;
float clipNear = 0.5f;
float clipFar = 10000.0f;
} m_camera;
float m_viewportAspectRatio = 1.0f;
float m_value = 0.0f;
};
}